Magic Item Additions
Size and Magic Items:
When an article of magic clothing or jewelry is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.
There may be rare exceptions, especially with race-specific items.
Armor and Weapon Sizes: Armor and weapons that are found at random have a 30% chance of being small (01–30), a 60% chance of being Medium (31–90), and a 10% chance of being any other size (91–100).
Magic Items Slots:
Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It’s possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body, known as a “slot.”
A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn.
Note: If you click on the image at right of a person showing the body slots, you can download a PDF that you can print and fill in yourself!
Armor: This slot is used for suits of armor that are worn.
Belts: This slot consists of belts and other items that can be worn around the waist.
Body: This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing that can be worn on the body.
Chest: This slot consists of jackets, mantels, shirts, vests and other items that can be worn around the torso or chest.
Eyes: This slot consists of goggles, lenses, monocles, spectacles, and other items that can be worn over the eyes.
Feet: This slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet.
Hands: This slot consists of gauntlets, gloves, and other items that can worn on the hands.
Head: This slot consists of circlets, crowns, hats, helms, hoods, masks, and other items that can be worn on the head.
Headband: This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead.
Neck: This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak.
Ring (up to two): rings.
Shield: This slot is for carried shields.
Shoulders: This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders.
Wrists: This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
Slotless: Items not worn or carried in one of the above slots are called “slotless” items. Sometimes these items take the form of trinkets, like figurines of wondrous power. Other times they are larger items, such as the carpet of flying. Typically the possession of such an item is enough to gain its benefit, but sometimes one must manipulate and activate the item.
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect.
Some items can be worn or carried without taking up a slot on a character’s body. The description of an item indicates when an item has this property.
Magic Item Slots for Animals
The vast diversity among species of familiars and animal companions often makes it difficult to determine what kinds of magic items are suitable for certain creatures to wear. While wearable wondrous items typically resize themselves to fit a creature trying to wear them, the situation becomes a little more complicated if the creature simply lacks the requisite appendage or body part.
The following table presents all of the animal companions and familiars available to characters, divided into general categories that loosely define their body type as well as which magic item slots are available to them. Available slots followed by either “(saddle)” or “(horseshoes)” denote that creatures of that body type can only wear magic items in the appropriate slots as long as they are either saddles or horseshoes, respectively (for instance, a hoofed quadruped can wear a saddle of the sky-river, but not a belt of dwarvenkind).
Some creature body types are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, though they may not be able to use such items effectively (GM’s discretion) and take penalties for nonproficiency as usual. These are indicated by “Yes” in the “Grasp/Carry” column in the table below.
Specific animals may be able to wear different types of items as specified in their original monster entry.
If you are using animal companions or familiars from another source, you can use the information in this table as a guideline for those creatures. Additionally, GMs may use this table as a guide to determine what kinds of magical gear non-humanoid monsters can wear and use. Note that the rules in this section are merely suggestions, and ultimately it is up to the GM to decide what kinds of animals can use particular types of magic items.
Table: Magic Item Slots for Animals
|Body Type||Available Slots||Grasp/Carry||Animal Companions||Familiars|
|*Avian||Armor, belt, chest, eyes, headband, neck, ring, wrist||Yes||Axe beak, dimorphodon, dinosaur (pteranodon), dire bat, eagle, giant vulture, hawk, owl, quetzalcoatlus, roc||Bat, dodo, hawk, osprey, owl, parrot, raven, rhamphorhynchus, snail kite, thrush, toucan|
|*Biped (claws/paws)||Armor, belt, chest, eyes, headband, neck, ring, shoulders, wrist||Yes||Allosaurus, deinonychus, iguanodon, pachycephalosaurus, parasaurolophus, spinosaurus, tyrannosaurus, velociraptor, kangaroo||Compsognathus|
|*Biped (hands)||All item slots||Yes||Ape, baboon||Monkey|
|Piscine||Belt, chest (saddle), eyes||No||tylosaurus, dolphin, manta ray, orca, shark, stingray, walrus||Seal|
|Quadruped (claws/paws)||Armor, belt (saddle), chest, eyes, headband, neck, shoulders, wrist||No||Badger, bear, cheetah, dire rat, dog, giant weasel, goblin dog, hyena, leopard, lion, panda, thylacine, tiger, wolf, wolverine||Cat, donkey rat, flying squirrel, fox, hedgehog, mongoose, otter, platypus, raccoon, rat, skunk, squirrel, weasel|
|Quadruped/Hexapod (feet)||Armor, belt (saddle), chest, eyes, headband, neck, shoulders, wrist||No||Camel, triceratops, elephant, giant ant, giant mantis, giant wasp, hippopotamus, mammoth, mastodon, arsinoitherium, baluchitherium, megatherium, rhinoceros|
|Quadruped (hooves)||Armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders, wrist||No||Antelope, aurochs, bison, boar, buffalo, elk, horse, llama, megaloceros, moose, pony, ram||Goat, pig|
|Quadruped (squat-body)||Armor, eyes, headband, neck, shoulders, wrist||No||elasmosaurus, giant frog, giant snapping turtle, archelon, glyptodon||Snapping turtle, toad, turtle|
|Saurian||Armor, belt (saddle), chest, eyes, headband, neck||No||Alligator, crocodile, ankylosaurus, brachiosaurus, dimetrodon, stegosaurus, giant chameleon, giant gecko, megalania, monitor lizard||Dwarf caiman, lizard, marine iguana|
|Serpentine||Belt, eyes, headband||No||Constrictor snake, electric eel, gar, giant leech, giant moray eel, giant slug, basilosaurus||Sea krait, viper|
|Verminous||Belt, eyes||No||Giant beetle, giant centipede, giant crab, giant scorpion, giant spider, octopus, squid||Blue-ringed octopus, giant isopod, greensting scorpion, house centipede, king crab|
Saving Throws Against Magic Item Powers
Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.
Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs.
Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).
Damaging Magic Items
A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a non-magical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 + 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.
Magic items, unless otherwise noted, take damage as non-magical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the Broken condition, and might not function properly (see the Appendix).
Repairing Magic Items
Repairing a magic item requires material components equal to half the cost to create the item, and requires half the time. The make whole spell can also repair a damaged (or even a destroyed) magic items—if the caster is high enough level.
Charges, Doses, and Multiple Uses
Many items, particularly wands and staves, are limited in power by the number of charges they hold. Normally, charged items have 50 charges at most (10 for staves). If such an item is found as a random part of a treasure, roll d% and divide by 2 to determine the number of charges left (round down, minimum 1). If the item has a maximum number of charges other than 50, roll randomly to determine how many charges are left.
Prices listed are always for fully charged items. (When an item is created, it is fully charged.) For an item that’s worthless when its charges run out (which is the case for almost all charged items), the value of the partially used item is proportional to the number of charges left. For an item that has usefulness in addition to its charges, only part of the item’s value is based on the number of charges left.
Purchasing Magic Items
Table: Available Magic Items
|Community Size||Base Value||Minor||Medium||Major|
|Thorp||50 gp||1d4 items||—||—|
|Hamlet||200 gp||1d6 items||—||—|
|Village||500 gp||2d4 items||1d4 items||—|
|Small town||1,000 gp||3d4 items||1d6 items||—|
|Large town||2,000 gp||3d4 items||2d4 items||1d4 items|
|Small city||4,000 gp||4d4 items||3d4 items||1d6 items|
|Large city||8,000 gp||4d4 items||3d4 items||2d4 items|
|Metropolis||16,000 gp||*||4d4 items||3d4 items|
- In a metropolis, nearly all minor magic items are available.
- See also: Table: Available Magic Items per Settlements rules from the Gamemastery Guide.
Magic items are valuable, and most major cities have at least one or two purveyors of magic items, from a simple potion merchant to a weapon smith that specializes in magic swords. Of course, not every item in this book is available in every town.
The following guidelines are presented to help GMs determine what items are available in a given community. These guidelines assume a setting with an average level of magic. Some cities might deviate wildly from these baselines, subject to GM discretion. The GM should keep a list of what items are available from each merchant and should replenish the stocks on occasion to represent new acquisitions.
The number and types of magic items available in a community depend upon its size. Each community has a base value associated with it (see Table: Available Magic Items (per Core Rulebook) or Table: Available Magic Items. There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community. In addition, the community has a number of other items for sale. These items are randomly determined and are broken down by category (minor, medium, or major). After determining the number of items available in each category, refer to Table: Random Magic Item Generation to determine the type of each item (potion, scroll, ring, weapon, etc.) before moving on to the individual charts to determine the exact item. Reroll any items that fall below the community’s base value.
If you are running a campaign with low magic, reduce the base value and the number of items in each community by half. Campaigns with little or no magic might not have magic items for sale at all. GMs running these sorts of campaigns should make some adjustments to the challenges faced by the characters due to their lack of magic gear.
Campaigns with an abundance of magic items might have communities with twice the listed base value and random items available. Alternatively, all communities might count as one size category larger for the purposes of what items are available. In a campaign with very common magic, all magic items might be available for purchase in a metropolis.
Nonmagical items and gear are generally available in a community of any size unless the item is particularly expensive, such as full plate, or made of an unusual material, such as an adamantine longsword. These items should follow the base value guidelines to determine their availability, subject to GM discretion.